FANDOM


Beljurils, also known as fireflashils or fireflashes, were gemstones unique to the Realms and highly prized for their unusual properties.[1][2][8] These jewels were found in ancient rock formations, usually in blue claystone.[1][8]

DescriptionEdit

Beljurils were a deep seawater green with a smooth surface, and all known specimens were roughly the size of a human fist approximately 3 to 5 in (8 to 13 cm) in diameter and not quite spherical.[1][2][7][8] These stones were extremely hard to abrade or cut—mere metal tools wore out quickly and had to be replaced often to make any progress. Because of this, when worn for adornment, they were usually worn uncut or split into halves and mounted in claw settings for pectorals or epaulets. Other mundane uses include beljuril shards as decorative lighting,[9] warning beacons, or nightlights for the extremely wealthy.[1][2][8] A typical specimen had a base value of 5,000 gp.[1][4][5][6][7]

PowersEdit

About once every hour[note 1] (rates varied from stone to stone and did not seem correlated with size or age) a beljuril absorbed an undetectable amount of energy (heat, light, and vibratory) from within a 30 ft (10 m) radius and re-emitted that energy as a flash of light without heat or sound but with a few very mild sparks of electrical discharge. The light produced was easily noticeable when the ambient light was dim (candlelight or lantern light) and in the dark it was dazzling to the eye.[1][2][6][7][8]

Alchemists, artisans, and sages attempted to harness beljurils as a power source, but none were known to have succeeded.[1][2][8] This stone's affinity for electrical energy made it highly desirable as a component in making wands of lightning and other items that cast electricity spells—shards of beljuril affixed to the tip increased the power of the wand or made it harder to resist, depending on the nature of the spell.[2][7] Likewise, powdered beljuril was used in ink for inscribing such spells and in magical immersions to enchant items that collected or conducted electricity.[2]

ReputationEdit

Beljurils were considered prized gems among the drow but their use as decoration was limited to important places like a wizards' tower, temple approaches, or the temples themselves except for the ones of Lolth.[10] For example, temples to Vhaeraun had a ceiling, which was studded with beljurils to look like a starry sky.[11]

Rumors & LegendsEdit

A dwarven legend told around the southwestern region of the Vast asserted the existence of a natural cavern somewhere northwest of High Haspur whose walls, floor, and ceiling were encrusted with thousands of beljurils. The legend was unspecific about how to access the cave or what may have been guarding it, but warned that all who sought the cave vanished entirely or were found dead with a single beljuril stuffed into his or her mouth.[12]

Notable BeljurilsEdit

AppendixEdit

NotesEdit

  1. The original Dragon #72 says "per turn", which in 1st edition D&D terms was 10 minutes.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), pp. 139–141. ISBN 0-8803-8828-5.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 37. ISBN 0-7869-0446-1.
  3. Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), pp. 175, 190. ISBN 0-7869-1964-7.
  4. 4.0 4.1 4.2 Ed Greenwood (April 1983). “Gems Galore”. In Kim Mohan ed. Dragon #72 (TSR, Inc.), p. 19.
  5. 5.0 5.1 5.2 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 127. ISBN 0-7869-0446-1.
  6. 6.0 6.1 6.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 300. ISBN 0-7869-1836-5.
  7. 7.0 7.1 7.2 7.3 7.4 Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 175. ISBN 0-7869-1964-7.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Ed Greenwood (April 1983). “Gems Galore”. In Kim Mohan ed. Dragon #72 (TSR, Inc.), p. 20.
  9. 9.0 9.1 Ed Greenwood (January 1993). Volo's Guide to Waterdeep. (TSR, Inc.), p. 19. ISBN 1-56076-335-3.
  10. Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), p. 93. ISBN 1-56076-132-6.
  11. Eric L. Boyd (1998). Demihuman Deities. (Wizards of the Coast), p. 37. ISBN 0-7869-1239-1.
  12. Ed Greenwood (November 1998). The City of Ravens Bluff. (TSR, Inc), p. 152. ISBN 0-7869-1195-6.
  13. Paul S. Kemp (February 2006). Resurrection. (Wizards of the Coast), p. 299. ISBN 0-7869-3981-8.
  14. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 121. ISBN 0-7869-0446-1.
  15. Steven E. Schend (1997). Lands of Intrigue: Book Three: Erlkazar & Folk of Intrigue. (TSR, Inc), p. 25. ISBN 0-7869-0697-9.
  16. Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), p. 37. ISBN 0-7069-0761-4.
  17. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 68. ISBN 978-0-7869-4731-7.
  18. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 124. ISBN 0-7869-3134-5.
  19. Steven E. Schend (1998). The Fall of Myth Drannor. (TSR, Inc), p. 53. ISBN 0-7869-1235-9.
  20. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 156. ISBN 1-5607-6678-6.
  21. slade (April 1996). The North: Guide to the Savage Frontier (Cities and Civilization). (TSR, Inc), p. 28. ISBN 0-7869-0391-0.
  22. Eric L. Boyd (2007-04-25). Dragons of Faerûn, Part 3: City of Wyrmshadows (Zipped PDF). Wizards of the Coast. pp. 4–5. Archived from the original on 2016-11-01. Retrieved on 2009-10-07.
  23. Ed Greenwood (April 1998). “Wyrms of the North: Malaeragoth”. In Dave Gross ed. Dragon #246 (TSR, Inc.), p. 59.
  24. Eric L. Boyd, Eytan Bernstein (August 2006). Dragons of Faerûn. (Wizards of the Coast), p. 20. ISBN 0-7869-3923-0.
  25. Eric L. Boyd, Eytan Bernstein (August 2006). Dragons of Faerûn. (Wizards of the Coast), p. 44. ISBN 0-7869-3923-0.
  26. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  27. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), pp. 94, 129. ISBN 978-0786903849.
  28. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 49. ISBN 0-7869-0437-2.
  29. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc). ISBN 0-7869-0446-1.
Community content is available under CC-BY-SA unless otherwise noted.